From 06d347a771a5bf5bfeb526f845993d44d331528a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?S=C5=82awomir=20Lach?= Date: Mon, 1 Aug 2022 12:19:19 +0200 Subject: [PATCH] =?UTF-8?q?!OSDN=2045072:=20S=C5=82awomir=20Lach=20?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Ruleset author can look inside sandbox to figure out how to use counters. diff --git a/data/sandbox/README.sandbox b/data/sandbox/README.sandbox index c8d219a898..a43d43b4e9 100644 --- a/data/sandbox/README.sandbox +++ b/data/sandbox/README.sandbox @@ -263,3 +263,13 @@ players are automatically shared to everyone. Shared Tiles clause Diplomatic treaties can include Shared Tiles clause. + +Counters +Counters are used in this ruleset to provide some effects of conquering city: +* After conquering an city, half of it's population will be unhappy (applies +for first 5th turns after conquering an city). +* After conquering an city, 20% of it's population will be unhappy (applies +for two turns after previous effect). +* After conquering an city, each tile of this city will produce one less unit +of each extra: SHIELD,TRADE,FOOD (it applies for first 5th turns after +conquering). diff --git a/data/sandbox/effects.ruleset b/data/sandbox/effects.ruleset index 93b9a2d26c..9b265ee027 100644 --- a/data/sandbox/effects.ruleset +++ b/data/sandbox/effects.ruleset @@ -5408,3 +5408,31 @@ reqs = { "type", "name", "range", "present" "Action", "Upgrade Unit", "Local", TRUE } + +; Additional unhappy for some turns after conquering the city +[effect_rebel] +type = "Enemy_Citizen_Unhappy_Pct" +value = 30 +reqs = + { "type", "name", "range", "present", "quiet" + "Counter", "Reduce Enemy Happiness", "City", FALSE, FALSE + + } + +[effect_rebel2] +type = "Enemy_Citizen_Unhappy_Pct" +value = 20 +reqs = + { "type", "name", "range", "present", "quiet" + "Counter", "Further Reduce Enemy Happiness", "City", FALSE, FALSE + + } + +[effect_strike1] +type = "Output_Add_Tile" +value = -1 +reqs = + { "type", "name", "range", "present", "quiet" + "Counter", "Reduce production after conquering city", "City", FALSE, FALSE + } + diff --git a/data/sandbox/game.ruleset b/data/sandbox/game.ruleset index 470eddc932..72ea6335b9 100644 --- a/data/sandbox/game.ruleset +++ b/data/sandbox/game.ruleset @@ -3535,6 +3535,41 @@ type = "Embassy" [clause_sharedtiles] type = "SharedTiles" +;Counter types +; +;name = translatable name as seen by user +;rule_name = (optional) internal name for savegames, rulesets +; etc; if not present, "name" is used for this +; purpose too. Since the name used in savegames must +; not change, if you want to rename an item after a +; ruleset has been released, you should set +; "rule_name" to the original value of "name". +;checkpoint = Trigger value of the counter. When counter's +; value is at least this much, the "Counter" requirement +; is fulfilled. +;def = Initial value of the counter. +;type = Behavior of the counter: +; "Owned" - Increased each turn, zeroed when city changes owner + +[counter_owned1] +name = _("Reduce Enemy Happiness") +def = 0 +checkpoint = 5 +type = "OWNED" + +[counter_owned2] +name = _("Further Reduce Enemy Happiness") +def = 0 +checkpoint = 7 +type = "OWNED" + +; Default value are 6, so citizens do not strike right after build the city +; city may to be conquered to made citizens striking +[counter_owned3_strike] +name = _("Reduce production after conquering city") +def = 6 +checkpoint = 5 +type = "OWNED" [playercolors] background.r = 86 -- 2.38.0